
ENDLESS RUNNER
ROLE:
Level Designer
2 months
PROJECT LENGTH:
TOOLS USED:
Unity Engine
6 members
TEAM SIZE:
PROJECT OVERVIEW
A crazy fast-paced game where the player must run their way to the finish line while dodging numerous obstacles.
LEVEL SHOWCASE

LEVEL DESIGN PROCESS
For this group project, our team worked on-campus and remotely, our availability wasn't very consistent, as we all had different schedules due to our internships during the year. Working together was crucial for us to make an entertaining 2D game.
During the development process, there were 2 level designers on the team. Since there were 2 of us, we had to split up the work between us somehow. I suggested I come up with the designs, while the other designer comes up with how the obstacles should be laid out in the levels during gameplay. I created different layouts/maps the player can move and jump around in. I organized the platforms effectively so the player(s) can have a reasonable amount of distance to jump between the different platforms. (images to Left)
The other level designer then took the layouts/maps I have designed and made good use of them as they added the assets our artists had made and organized them neatly while they were working. Then we worked together to adapt the models made for the obstacles in the game as the artists continued to make more assets.

Spring Theme

Fall/Autumn Theme

Winter Theme
DESIGN GOALS
Create a fast paced scroller with several routes:
After the whole team discussed about a game with a flow of an endless runner, we knew we had to include one single level and make it as long as possible so that it never ends until the players die. But instead of making just one very long level, we decided it would be better to split it into 4 different parts so we can give players variety by providing them with different paths to take and also split the difficulty in different levels
Create a playable space that gives players a sense of urgency:
We knew endless runners consist of players playing the game and getting as far as they can before they die, however, just sticking to one single level wouldn't give us much work to do and leave our two level designers with very little to do. So we decided to split it into 4 different parts.
TAKEAWAYS
- The simple the gameplay loop is, the easier it is to create many levels with different lengths and play around with different obstacles to put inside of it.
- To get levels to work properly, especially when you have numerous level designers on the team , constant communication is needed to be able to create them successfully.